Lady Luck's Parlour
Introduction
As you ascend the hill through the mostly-dirt path, the trees begin to part slightly to form a wider path. Beautiful boughs hang overhead, blocking most of the sky's light. Vines hang down, but just barely out of reach. As you continue, the trees part more to form an open clearing. A small roundabout sits in front of a large, elven manor. Gardens stretch out from the front of the manor, and you can see some young, teenage elves tending to the plants. A small fountain with crystal clear water sits in the middle of the roundabout.
Inspect: The FountainThe water is clean drinking water, and tastes rather good should anyone attempt to drink it. In the bottom of the fountain, 3d8 gold coins, 4d10 silver coins, and 5d12 copper coins lay shimmering. Digging the coins out will cause one of the teenage gardeners to go inside to report the offence, and if the party takes so long as to gather all of them, a guard will come out to confront them.
The fountain is made out of a smooth, polished stone, and has ornate wing motifs along its base. The base is about knee-high, and crystal clear water spills from the pillar in the centre in a smooth, uniform, circular arch. The pillar is rather plain, but above where the water comes out is a sculpted winged humanoid. She looks young, but not child-like, and wears a flowing gown.
The GardensThe party can talk down the teens by telling them calmly that they're 1. pilgrims from another land come to give gifts to Lady Luck / pay a personal tithe, 2. members of the Fortunam Dei, or 3. members of Eureka. Announcing any of these things would be illegal in other areas of the capital. In that case they will keep an eye on the party, but won't go to alert the guard and pray to Lady Luck, instead continuing to tend to their duties. Both side gates are locked. If the party did not talk down the teens, or said the wrong things, they'll yelp and all run inside immediately, having a guard come out. If the party did talk them down, the closest teen will timidly come and unlock it.
The gardens are separated from the entrance through the use of short, brambly hedges and a black, pointed metal fence. As you approach, the teenagers become a bit worried and timid. { Give the party a chance to respond. } One of them runs inside the manor through a side entrance while the others stop what they're doing and pull out a small, spade-shaped pendant. They quietly chant something under their breath. In front of you is a metal gate, and to your left and right are smaller gates that lead into the gardens.
Left GardenThe teens won't talk back to the party, only communicating using gestures and pulling members along. The party won't be stopped if they're to harvest some of the flowers or fruits, but if they get violent, the teens will run inside immediately, leaving their buckets behind. The buckets each have a trowel and hand-rake as well as some plant trimmings. The one from the teen that unlocked the door will also have gardening gloves, and the one closest to the side door will have servant's keys in it. The Right Garden is exactly mirrored to the Left Garden.
While you see that bramble-bushes surround the edge of the garden, inside they're covered in beautiful orange flowers. Small planter boxes are set up near the bramble-bushes, growing different vegetables and fruits. In the centre is a few large Richfruit trees, fruit not yet quite ripe. Flowers of all kinds are grown surrounding it, expelling a strong, almost nauseating floral scent. Four or so teenage elves in grass-stained, light-coloured dresses stare at you timidly, but don't seem to impede your path. Each of them has a bucket nearby them, with a few gardening tools and plant materials inside. By the rear, there's a path and a stairwell up to a side entrance.
Front DoorThe rough mat is for the party to scrape their shoes on, and beneath it is a small note.
The metal gate creaks behind you, and a few white stone steps lead up to the front of the manor. The doors are a few feet taller than the tallest of you and wooden, with brass doorhandles and knockers. A potted plant sits on either side of the doorway, and in front of the door is a roughly-woven rug. { If they look above } A large, crystal chandelier hangs above you, glowing with a yellow light.
Dear Kier,
How are you? I hope you're doing well! I think I've managed to get most of what I need out of Ylla Ortheiad, but I need one more thing, if you don't mind.
There are rumours I've heard about another Awakened in town! How crazy, right? He's like some guy that can absorb things into his skin and make them into tattoos, and take them off again! If it's at all possible, it'd be really cool for you to bring him to me!
Thank you,
Altum Fortuna
In the right potted plant is a master key to the house, buried 6 inches into the soil. A DC 25 Investigation check will be enough to find it (or simply uprooting the plant/digging around).
How are you? I hope you're doing well! I think I've managed to get most of what I need out of Ylla Ortheiad, but I need one more thing, if you don't mind.
There are rumours I've heard about another Awakened in town! How crazy, right? He's like some guy that can absorb things into his skin and make them into tattoos, and take them off again! If it's at all possible, it'd be really cool for you to bring him to me!
Thank you,
Altum Fortuna
The FoyerIf the guards were alerted, the two guards from the dining hall and the one guard from the servant's quarters are now in the Foyer. The guard who asks the question, while looking very similar to the other guards in attire, is Leivahn Tal, an elven Fortunam Dai loyalist, and they are insanely protective of Lady Luck. They will refuse to let the party see Lady Luck without them as an escort. If the party was seen fishing for coins, or responded in an odd manner, they will be asked to explain themselves as the other Foyer guardswoman draws her sword. If they can't, or do so poorly, the guardsmen will attack in unison, without remorse. If the party startled the gardeners and made them flee, they can see them hiding in the kitchen, watching in fear, and the guards will be more short tempered and quick to act than they would be otherwise. If they say they are there to give gifts/a tithe to Lady Luck, Leivahn will try to convince the party to first show the objects, then give them the objects, and failing that demand they be an escort to the party to deliver it to her shrine. If Leivahn is talked down again, they demand to escort them to Lady Luck, but if they make any more demands the party will have to leave their objects at the door. If the party said they had gifts/tithe and have nothing to show, or refuse to show the gifts/tithe, Leivahn will become incredibly offended and attack, causing the guardwoman at their side to join in a turn after. If the party says they are (a) member(s) of Fortunam Dai, Leivahn demands to see proof. What they're really looking for is a special insignia given to moderate to high ranking members, which the party might have taken off of the bodies of the fallen leaders or other members. If they do show the insignia, Leivahn will ask why they wish to meet with Lady Luck, especially without an appointment. Being vague and saying that it's something important only she's allowed to hear can work with a good persuasion roll, but Leivahn will demand to escort the party anyway. If the party shows anything but the insignia, Leivahn will ask the party what Lady Luck means to them, and likely attack. If the party says they are (a) member(s) of Eureka, Leivahn demands to see proof. They don't know exactly what they're looking for, as they aren't a member of Eureka directly, but they want to see if the party is legit before attacking. A large lump of thaumite (typically illegal to have in public) or an ornate Eurekan sigil (which the party can get off the gardeners). Leivahn will look much more impressed at the thaumite than the Eurekan sigils, but will still ask the party their business, having a good nose for bullshit. Contest Insight rolls at this point to avoid conflict, or mention Marielle's name (which shouldn't be common knowledge to the party at this point), and Leivahn will let the party visit Lady Luck alone. {Guard stat blocks and information goes here}
The doors open up to a tall room with a large, central staircase with ornate handrails and balustrades. Several hanging glass-covered lights descend from the ceiling, lighting the room in a bright, warm glow. Over the smooth, hardwood floor is a beautifully woven rug with a large spade symbol on it. Statues of winged figures stand at attention at the doors to your left and right, as well as in front of the staircase. Benches and potted plants are along the wall where the main entrance is, right in front of large stained windows.
{ If inspected } From this side, you can see the windows depict a masked woman holding a child in her arms.
{ If the guards were alerted } You see the teen gardener(s) from earlier, and several (five) guardsman in plate mail. One draws their sword and looks at the party. "State your names and business immediately!"
{ If the guards were not alerted } You see two guards in plate standing at attention in front of the stairwell. One of them steps forward and bows before you. "Tell me your names and business for being in my lady's parlour, please."
(To the left as you enter) Kitchen
The kitchen has several strange boxes made out of painted metal that you've never seen before, and the whole room hums monotone notes. In the centre is a granite island, where pots, pans, and utensils hang overhead. A strange looking range sits on the far side, and cupboards line the walls near the ceiling. Some vegetables have been put into decorative bowls in preparation for the next dish. A small shelf over a doorway to your right holds a few heavy cookbooks. On the wall you came from, further to your right, is an exit without a door.
{ If all the gardeners had fled } The teenagers flee once again as you get close, running into the doorway with the books over it.
Inspect: "Strange Box"
You open a hinge found on the side of the box, and it opens towards you, revealing a cooled storage inside, where neatly wrapped packages with labels are kept. Meats, fruit, and some containers of milk and juices are kept cold in here, fresh and waiting to be used. A small bottle in the door is not labelled, but filled with a viscous liquid.
Inspect: "Other Strange Box"
You open its hinge upwards, and this box is extremely cold on the inside, with several, large, paper-wrapped packages are tied with twine. Frost lines the container, and you shiver from the chill alone.
{ If the packages are opened/inspected } They appear to be large cuts of meat, frozen into boulders.
(Through the door with the books over it) Servants' Quarters
This room is rather large, holding several bunkbeds and chests of drawers with personal items situated neatly on top. A small area in the corner is dedicated to cleaning supplies. Tall stained glass windows line the walls, depicting winged humanoids.
{ If the gardeners had fled } The teens have huddled up into the other corner out of fear, murmuring quiet prayers.
{ If no guards were alerted } One guard is standing at the far end of the room. He immediately asks for an explanation for them coming into the servants' private quarters.
(Starting in the Foyer, the door to the right) Dining Room
A long table appears before you, with several dozen places for people to sit and place mats with names on them set out for each of the diners. The chair at the end is higher than the others, as well as more ornate. Potted plants and statues decorate the room, with more hanging lights refracting coloured light off of their many facets. On the wall where you just came from, there's a doorway without a door, and on the left hand wall is a door, already opened. { If no guards were alerted } Two guards are standing by the open doorway, and one asks the party why they're in the dining room of all places.
(Through the door the guards are/were guarding) Fortunam Dai Worship ChamberThe small child has laboured breathing, and will not wake up to most stimuli, having been placed under a sleep spell. If the party manages to wake her, she has no recollection of anything, and is very confused of where she is. She will divulge that she has parents in Ylla Ortheiad (which had been killed in her abduction), and can show the party where she lives. The altar has 6d4 gold coins placed upon it, a silver ring with two small orbs on it (a ring of detect thoughts), a golden chain with an amethyst pendant attached to it, and three plain gold rings.
This room is dimly lit by candles, and the windows are covered by heavy, dark shrouds. Cushions are piled up in the corner, and a rug leads up to an altar with several statues depicting winged individuals, surrounded by melting wax candles. Several coins and jewellery pieces are set upon the low altar. A small child in rags sleeps on the floor, back to you.
(Through the doorway with no door) HallwayThis hallway connects the Kitchen and Dining Room, typically used by servants.
This hallway is lit by several candle sconces.
(Up the stairwell) Art GalleryEight paintings and eight busts are on the wall with the large doors. They are each the size of a person minimum, often times larger. The eight busts are all of Marielle, and the different masks Lady Luck has seen her wear.
A long balcony overlooking the foyer, this appears to be some sort of art gallery. Paintings are set in ornate frames with small placards denoting the title of the piece and who made it. Busts of a woman with different masks are placed between the paintings. On the left and right ends of the hallway are doors exiting into rooms in the direction from where you came, but on the second floor. Directly in front of you are two large doors, not unlike the ones at the front of the house.
Inspect: First PaintingA Knowledge (Religion) check of 25 will tell the player it has religious significance, but they don't recognise exactly what. A 35 or higher will tell them that what's depicted is an outlawed cult-god known as Lahatiel. A Knowledge (History) or (Urban) check of 15 will tell the player it depicts a human settlement, not an elven one. A 25 or higher will tell them the architecture likely depicts a Eurekan settlement.
This painting depicts a strange, geometric figure with flames around what you assume is its head, picking up and protecting a wounded child from a destroyed building. A city burns behind it, and it holds a spear in its other hand.
Inspect: Second Painting{ If the party hasn't done anything regarding Rachel yet } A Knowledge (History) check of 20 will tell the player this is Rachel Rose, a feared pirate who attacks coastal cities from the sea for profit and political power. A check of 25 will also tell the player that she used to be a kind-hearted trader before she got caught up in the Eurekan cult.
This painting depicts an older woman with dark hair and grey streaks posing on the edge of a ship, pointing rightwards with her rapier. A dark creature stands on her shoulder, and crew members behind her fire cannons into a shoreline city, barely in view.
Inspect: Third Painting{ If Ayenasari hasn't been thoroughly investigated, and Ivan hasn't been dealt with } A Knowledge (History) or (Urban) check of 25 can identify that the town is definitely elven, but a 35 can identify the town as the Ruins of Ayenasari, a town recently beseiged by a horrible, mysterious plague.
This painting shows a muscled man with long hair pinning down a frightened elf, holding a pin with a orb-shaped vial of green liquid over his eye. These pins are also seen all over his body. The background shows dead elves, rotting away, and fires spreading from the rooftops.
Inspect: Fourth Painting{ If Vicis hasn't been dealt with } Any successful Knowledge (Local) or (Nature) check will reveal dryads are elves that have undergone a special ritual to become closer to nature, and receive nature-based abilities as a result. A Knowledge (Nature) check of 15 will tell the player this, and that normal dryads don't have this level of power naturally.
This painting depicts a dryad in the middle of spring, half of her hair blooming with flowers while the other half withers away. Her hand is touching a tree, it showing autumnal colouration.
Inspect: Fifth PaintingThe scene appears rather alien. Only an expert or someone who's been to Keiman City would be able to glean anything from this portrait, and even so, not much.
This painting depicts a man in a sterile white coat and a mask over is nose and mouth standing erect over a hospitalisation cot. The man standing is checking a syringe that's filled with a pale red liquid, while a woman is tied to the cot beneath him, gagged with a frightened expression over her face. Around him is a clean, white and metallic workstation.
Inspect: Sixth Painting{ If Paean hasn't been dealt with } Nothing can be gleaned from this painting.
This painting depicts an armoured figure in a dramatic pose. A glowing sword is at their hip, and a red feather is coming out of the top of their helmet. They are of a smallish frame, but their chest is puffed out in their heroic pose. Light shines down upon them with their hand upon their chest, standing proud upon the precipice of a cliff. A short, red cape dangles from their shoulders behind them.
Inspect: Seventh PaintingIf the time is taken to count how many rats there are, it'll be a number between 73 and 76, a perfect number being hard to pin down. Nothing else is interesting about the painting.
This painting depicts a refuse pile. You can barely make out a muck-covered rascal, obscured by garbage and rats. His hair is brownish and messy, and rats seem to be quite prominent in the image, hidden everywhere like a hidden object puzzle. Items in the garbage are given exceptional detail, as if they had singular importance, but the items themselves aren't important. The rascal is wearing an outfit of rags, but a grin is upon his face.
Inspect: Eighth PaintingNothing can be gleaned from this painting.
This painting depicts a frightened boy in a taller, out-of-sight person. He has shoulder-length hair and wears a loose tunic with a horse pendant that he's clutching around his neck. Behind him is a blue-ish, see-through young girl, as if a spirit, also frightened. She has facets as if she were a cut gem, and light shines off of her unlike the boy.
(Through the two big doors) Altum Fortuna's Bedroom The bedroom is shaped as a semicircle, you being on the flat edge. There are several body-sized mirrors on the walls, and a floral paper covers the rest of them. There are two dressers, two armoires, and a vanity, all made out of pastel-painted woods, ivory, and gold. A rather normal-sized bed with large posts and a veil sits at the far central end of the room, with a small girl with mint-coloured hair sitting atop it. She appears to be setting hairbows in her hair as you enter.
Alternative Names
Fortune's Rest
Type
Manor house / Meeting hall
Owner
Owning Organization
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